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Ragsy' s A20 Modlets

I had the same issue with the small bin, switched to another mod where some loot containers get's destroyed after looting.

 
Ok I will check these out at some point as they as they are on my test server , been busy with r/l stuff for last 2 weeks and A18.2 dropped.

Thanks for making me aware of these ..

Edit:

Pushing a fix to the 'Take out the Trash Modlet' tonight when i get home ... I will also then look at first person modlet

The lootlist had been changed originally to 139 in the modlet for the small trashbin (in A17) .. as 10 was linked to the garbage bags. I am going to leave it at 139 for the small white trash bin . There are also possibilties that other modlets may use 139 so these would conflict with my modlet.

Ragsy !!

 
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For the life of me I can't get the boat's to go more than a few seconds without sinking, lol.

This is V3 on 18.1b8, am I missing something, I've tried many keys, even got the bow to point up but it still sinks, would be cool to use as my map will feature islands.

 
Also your first person view for vehicles mod doesn't seem to do anything.
Yes you are right ... I did a Modlet Number format change for sphereii's modlauncher a week or so back and changed the website line in Modinfo.xml as well and it does not load because of that.. there was an extra " at end of website line.

Pushed fixes to gitlab an thanks again for letting me know of issue.

Ragsy !!

 
For the life of me I can't get the boat's to go more than a few seconds without sinking, lol.This is V3 on 18.1b8, am I missing something, I've tried many keys, even got the bow to point up but it still sinks, would be cool to use as my map will feature islands.
Odd .... I have no issues but there again I am used to the quirks, if you place boat in water and wait for it to stop bobbing up/down for a few seconds then add the fuel (if first time placing) then press Shift and W it will float away at its fixed velocity. Because the Pimps have fixed placing I recommend placing in shallow water and wait for boat to rise and stabilise. If you try to place on land and enter water it will not get far before it sinks. I had a little buzz round the Navesgane riverways and if you hit a bank or ground the boat it will do what boats do and sink.

I am looking at improvements and additions for version 4 of the boat stuff in the near future ...

Ragsy!!

 
Also there are new (as of a18 I think) plastic garbage cans that get destroyed when you loot them with your mod. Thanks for taking care of these lovely mods!

 
Also there are new (as of a18 I think) plastic garbage cans that get destroyed when you loot them with your mod. Thanks for taking care of these lovely mods!
I will take look at it ... if they are tied to loot list 10 then yes they will destroy on close after looting, I may have to seperate them out as well to stop that happening.

Thanks for the info

Edit:

Took a look at the other garbage can and yes they also are tied to garbage bag id's ... version 2 will be up on my Gitlab soon and will be an 'A18 only version'.

Ragsy !!

 
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Ragsy_Take_Out The_Trash_V2_A18

There are now two versions ...one backward compatible for A17 users and is still available Info Here

This modlet is will allow the destruction of all trash/garbage bags and also the foul trash/garbage piles after you loot them.

This version will not destroy all the small waste bins you find in toilets/bathrooms and even more so in Zoe's Salon (as they used same lootlist id's) also now in A18 this modlet will stop the destruction of the Tilt Truck bins and the Brute Style Trash Can.

Keep your local zombie infested neighbourhood clean without destroying it completely :)

Please be aware that you have to start a new save if you install this modlet. --> Download

 
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OK, it seems my issues were placement, most of the time the boat would just sink and slowly slide into the depths.

With some more testing and patience I have a rythm down to where I hardly sink anymore :)

Looking forward to your future plans for the mod, it's definitely a welcome addition, thanks!

 
OK, it seems my issues were placement, most of the time the boat would just sink and slowly slide into the depths.With some more testing and patience I have a rythm down to where I hardly sink anymore :)

Looking forward to your future plans for the mod, it's definitely a welcome addition, thanks!
Thanks for the feedback and glad you have found them useful. :smile-new:

Ragsy !!

 
After a forum enquiry about the motorcycle not being able to climb steep inclines and slowing down too much , I set about trying to improve the vanilla motorcycle handling .. that was back in A18.0 first stable release.

I sort of forgotten about this one and have had this on in my mods folder a while now but I think its time to release it as some one may appreciate it.

I ended up with a Motorcycle that actually goes quite fast ( Turbo top speed 27) and leans well into long corners and feels a lot better than the current vanilla set up ... well to me that is you can decide if you like it or not.

4soRQKDl.jpg


If anyone wants to try this out its here  Improved Vanilla MotorCycle "Dirt Bike Style"

Added Alternate version or version 2 , this version the bike will not slide as much as the Dirt bike edition and bike leans lower to the ground on cornering

Improved Vanilla MotorCycle "Racing Bike Style"

Regards

Ragsy !!

 
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Any news on the Glider?
Hopefully will be releasing a experimental version in the next week for A18, I have some R/L issues to deal with atm so time is restricted.

A little progress ..... general speed improved although now have two physics models.

One goes down with limited distance and another that can glide and glide for a very long time lol

This video was testing some other stuff in 18.1 as well but the glider bit is at the beginning ... and I have it working in 18.2 as well.

Ragsy !!

 
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Hi Ragsy,

In your Classic Zombies modlet, will adding this line also affect zombies sight and noise range?

Code:
<set xpath="/entity_classes/entity_class[starts-with(@name, 'zombie')]/property[@value='SetNearestEntityAsTarget']/@data">
	class=EntityPlayer,50,10,EntityNPC,50,10
</set><!-- class, hear distance, see dist (checked left to right, 0 dist uses entity default) -->
I'm looking at the XML files and a bit confused since there are several attributes that seem to do the same thing.

I don't know how to see zombies line of sight or noise range in game, so not sure how to test this too.

 
@Ragsy

In the default entityclasses.xml it states:

Code:
Line 364: 	<property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
Doesn't that mean your classic zombies mod is also affected as I see it references that code and what was the idea behind the -200 value, just so I can understand.

@Xaliber

To get more info on zombie status in single player type "dm" in the console and then hit the numpad "0" key to get floating status text above npc's which includes sight, range, sound etc...

 
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@RagsyIn the default entityclasses.xml it states:

Code:
Line 364: 	<property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
Doesn't that mean your classic zombies mod is also affected as I see it references that code and what was the idea behind the -200 value, just so I can understand.

@Xaliber

To get more info on zombie status in single player type "dm" in the console and then hit the numpad "0" key to get floating status text above npc's which includes sight, range, sound etc...
Sorry for late reply R/L issues atm ...

-200 just ensured the zombie had max hearing range as it was in A17 (could have been any - number but that was first i tried and worked as intended ).... it still seems to work fine in A18 as the more noise a player makes zombies head towards the source of the noise or at least on earlier versions of A18.

If its not working now then when i get the time will look more into the in's and out's of the changes in A18.

Ragsy !!

 
It's working, just wasn't sure whether that entry had any effect anymore due to being "DEPRECATED" as stated in the vanilla files.

Smell doesn't seem to do anything as I hovered over them with backpack and toolbelt full of raw meat and they didn't aggro, sight and sound get's their attention though.

Having fun tuning the numbers for our setup, thanks!

 
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